Books of Magic

Sorcerous Magic

The Compendium of Protections: varied protective magics. Includes classics such as mage armor and protection from fire, as well as protection from weather and even from spells.
Abilities: Mage Armor, Protection from Fire, Protection from Spells, Protection from Weather

The Compendium of Transport: theory and practice of various types of teleportation and gating. This tome is rare and the magic within difficult.

Marahajwar's Varied Insights: scrying and detection magics. Named spells include hone the senses, peer past the veil of time, pierce the distance of space, and so on.
Abilities: Enhance Senses, Scry, Scry the Past, Tell Fortune

Transformations of The Mind: of course there are several tomes on mind control, generally ranging from spells which can compel true answers to questions to those which may use the target like a puppet.

Vaagy's Book of Flame: all sorts of fire magics. Named spells include finger of flame, fireball, quench the flame, rain of destruction, and so on.
Abilities: Create Fire, Attack with Fire, Control Fire, Extinguish Fire

Glyph Magic

Amulet of Animation Animated Soldier 17W. This amulet, placed over a reasonably intact corpse, will animate it as an undead soldier under the command of the animator for a day at a time. The undead soldier isn't very good at anything, since with only "Solder 17" (the duration of a day brings the rating down by 20) as a skill it has to take large improv penalties on anything it does. This magic is strangely popular with a certain breed of ruthless leader anyway. It does, however, cost at least 8 units per day to run.

Bag of Holding: Miniaturize 5W to 15W, Enlarge 5W to 15W. The bag of holding does not maintain any sort of weird extradimensional space - instead it turns anything placed into it into a doll-sized version. A typical bag can handle items as big a sword. A larger version exists that doesn't miniaturize as much and can handle a suit of armor. Putting something into the bag activates the miniaturize, taking something out the enlarge. In either case the resistance is 14W, for changing the form of an inanimate object. Living beings cannot be placed into a bag of holding. These bags are extremely popular, and the latest versions are 50% efficient, costing 6 to 8 units per use.

Copy Slate: Copy Document 17 to 10W. The copy slate, pressed against a sheet of paper, will generate a complete copy of the writing or drawing on the paper, which will stay on the slate until it is used again. Some versions include the ability to move the pattern from the slate to a piece of blank paper as well.

Crossbow of Flame: Burning Bolt 15 to 18. This crossbow ignites its bolts with magical fire as they leave it, allowing an enhancement to crossbow combat, or direct use of the ability for lighting fires. The latest versions are 50% efficient, for a four unit power requirement per shot.

Dandelion Seed: Levitate 8W (duration 1 hour makes the effective rating 2W). The so called dandelion seed actually looks like an oversized, fluffy umbrella with leather straps at the base of the handle. Activated, it will lift itself and up to two people up into the air high enough to catch the prevailing wind and drift with it. It settles gradually at the end of activation... usually. This is not a very popular item with field agents, except for a few particularly crazy ones.

Motivated Mill-wheel: Turn 12 to 14 (duration 1 hour makes the effective rating 6 to 8). This mill-wheel turns by itself, allowing grain to be ground without the use of animals or wind power. The low rating is because only a slow turn is required, and allows a long duration without requiring much power - most versions are 33% efficient and thus require 3 units per hour.

Questioning Helmet: Force Truthful Answer 17W2 to 10W3. This helmet is activated to force the wearer to answer questions truthfully. The helmets are generally made to activate for half an hour at a time, consuming 18 to 21 units of power. The half hour duration reduces the effective rating by three.

Sword Belt: Change to Sword 17. The sword belt can stiffen and transform into a thin one-handed sword with a guard, and stay that way until activated again to change back into a belt. There are other variants of this item which vary what they change to and from, of course, though none can change their general size much. Skinny agents may find this belt a bit too long for stylish use.

Wand of Missiles: Magic Missile 17 to 10W. This personal defense weapon shoots one to three magical projectiles at the target, and requires no skill on the part of the user. Popular as a self-defense weapon for those otherwise untrained, but rich. Magic Missile being a well-understood spell, most versions are 50% efficient, requiring 4 to 6 units of power per attack.

Blood Magic

Way of Hybridization: this way allows one creature to take on attributes from another. It's a favorite for use in permanent or inheritable changes, though the changes fail more often than not - giving wings to a dog won't make it a good flier.

Way of Strength: this way includes not only physical strength, but also strength of skin and bone, resistance to poisons, and so on.

Sample Elven Blood Creatures

Blood Gourd: the blood gourd is used to contain blood from another creature and keep it fresh. It also condenses and concentrates the blood - a single high-quality gourd, with a capacity of about a quart, can hold ten units of blood. One unit will be consumed by the gourd per day, to keep itself alive.

Blood Tree: the blood tree is a tree which is also somewhat human or elvish. It's leaves are red, like a beech, and its bark smooth and slightly warm. Blood trees require a fairly warm climate - weather that would kill a naked human will also kill them, though they are more resistant to damp exposure. A blood tree can be bled like a human or elf a quarter of its size - given their great size, this can mean a good deal of blood. They do require careful tending, however, and so far no humans have successfully grown blood trees, though attempts have been made to propagate them from cuttings.

Needle Snake: a needle snake is an assassin's tool, a pencil-thin snake about eight inches long that is used as an assassination weapon. The needle snake comes in a variety of colors for better concealment, and can be trained to lie quiet in clothing or coiled around a wrist. They are typically either subtly introduced into a target's clothing or suddenly flung at a target, and a given snake is usually trained for one or the other since they are not very intelligent.

Work Beast: the work beast is something like a giant oxen, but more docile and tractable, much stronger, and generally better in every way. Work beasts are used like tractors would be, and are used by humans as well as elves. The migrant farm workers often have work beasts.

Tattoo Magic

Day of Comfort: Endure Environment 6 to 14. This tattoo runs all day with a single application, making the wearer feel comfortable in any natural weather and landscape, from the desert to arctic ice flows. It does not provide any protection from weather based attacks, from the living hazards of terrain, or from drowning, avalanches, or other disasters. Popular with soldiers and traders.

Death Cry: Cry Out 14. Once activated this tattoo will make a fairly loud noise on the death of its owner. It is a small tattoo and a single activation lasts for a day.

Escape: Blink 1W to 10W2. This allows a teleport to a visible location. The base difficulty for teleport is 14W, which is why these tattoos must be higher rated, though the highest will severely drain the user's life energy.

Iron Skin: Tough Skin 17 to 10W. This hardens the users skin, providing some protection from blows. Generally this tattoo has a short duration of 5 to 10 minutes, imposing a -1 to -2 to the rating. Better to use your blood yourself than lose it to your enemies.

The Memorizer: Eidetic Memory 19. The memorizer tattoo gives the user a brief burst of eidetic memory, forever engraving every detail of a scene into their memory. Higher powered versions exist, as do versions which last for a longer period.

Phantom Tool: Conjure Tool 14. This tattoo brings into existence a small tool for a few minutes - which tool must be chosen at the time of tattooing. Lockpicks and small knives are the most common tools.

Strength: Strength 6 to 19. This makes the tattoo user stronger for one action. Variations exist that add a duration, decreasing the effective strength boost but activating it for longer, a common one has a ten minute duration for a -2 to the rating.

Suicide Pill: Kill Self 1W2. Once activated this tattoo will almost infallibly kill its owner. This is the normal version, a variant exists which instead creates a firey explosion.

Take Me Home: Teleport to Home 10W2 to 10W3, Know Home 6 to 1W. This teleport takes a person to their home location, which must be defined through a separate, lower power activation of the tattoo (the second power). With the extreme difficulty of teleporting to an unknown location, this tattoo is both expensive and dangerous.


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